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    • Barbarian
    • Bard
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    Barbarian

    Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.

    Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.

    Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.

    Core Barbarian Traits

    Primary AbilityStrength
    Hit Point DieD12 per Barbarian level
    Saving Throw ProficienciesStrength and Constitution
    Skill ProficienciesChoose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
    Weapon ProficienciesSimple and Martial weapons
    Armor TrainingLight and Medium armor and Shields
    Starting EquipmentChoose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP

    Becoming a Barbarian...

    As a Level 1 Character
    • Gain all the traits in the Core Barbarian Traits table.
    • Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
    As a Multiclass Character
    • Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency with Martial weapons, and training with Shields.
    • Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.

    Barbarian Class Features

    As a Barbarian, you gain the following class features when you reach the specified Barbarian levels. These features are listed in the Barbarian Features table.

    Barbarian Features

    LevelProficiency BonusClass FeaturesRagesRage DamageWeapon Mastery
    1+2Rage, Unarmored Defense, Weapon Mastery2+22
    2+2Danger Sense, Reckless Attack2+22
    3+2Barbarian Subclass, Primal Knowledge3+22
    4+2Ability Score Improvement3+23
    5+3Extra Attack, Fast Movement3+23
    6+3Subclass feature4+23
    7+3Feral Instinct, Instinctive Pounce4+23
    8+3Ability Score Improvement4+23
    9+4Brutal Strike4+33
    10+4Subclass feature4+34
    11+4Relentless Rage4+34
    12+4Ability Score Improvement5+34
    13+5Improved Brutal Strike5+34
    14+5Subclass feature5+34
    15+5Persistent Rage5+34
    16+5Ability Score Improvement5+44
    17+6Improved Brutal Strike6+44
    18+6Indomitable Might6+44
    19+6Epic Boon6+44
    20+6Primal Champion6+44

    Level 1: Rage

    You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.

    You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

    While active, your Rage follows the rules below.

    Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

    Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

    Strength Advantage. You have Advantage on Strength checks and Strength saving throws.

    No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.

    Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

    • Make an attack roll against an enemy.
    • Force an enemy to make a saving throw.
    • Take a Bonus Action to extend your Rage.

    Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

    Level 1: Unarmored Defense

    While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

    Level 1: Weapon Mastery

    Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

    When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.

    Level 2: Danger Sense

    You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

    Level 2: Reckless Attack

    You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

    Level 3: Barbarian Subclass

    You gain a Barbarian subclass of your choice. The Path of the Berserker, Path of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass’s features that are of your Barbarian level or lower.

    Level 3: Primal Knowledge

    You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.

    In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.

    Level 4: Ability Score Improvement

    You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.

    Level 5: Extra Attack

    You can attack twice instead of once whenever you take the Attack action on your turn.

    Level 5: Fast Movement

    Your speed increases by 10 feet while you aren’t wearing Heavy armor.

    Level 7: Feral Instinct

    Your instincts are so honed that you have Advantage on Initiative rolls.

    Level 7: Instinctive Pounce

    As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.

    Level 9: Brutal Strike

    If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.

    Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.

    Hamstring Blow. The target’s Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.

    Level 11: Relentless Rage

    Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.

    Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.

    Level 13: Improved Brutal Strike

    You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.

    Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn.

    Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.

    Level 15: Persistent Rage

    When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can’t do so again until you finish a Long Rest.

    In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.

    Level 17: Improved Brutal Strike

    The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.

    Level 18: Indomitable Might

    If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.

    Level 19: Epic Boon

    You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

    Level 20: Primal Champion

    You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.

    Barbarian Subclasses

    A Barbarian subclass is a specialization that grants you features at certain levels, as specified in the subclass. This section presents the Path of the Berserker subclass.

    Path of the Berserker

    Channel Rage into Violent Fury

    Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.

    Level 3: Frenzy

    If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.

    Level 6: Mindless Rage

    You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you.

    Level 10: Retaliation

    When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

    Level 14: Intimidating Presence

    As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.

    Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

    Bard

    Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.

    Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.

    A Bard’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards’ depth of knowledge and mastery of magic sets them apart.

    Core Bard Traits

    Primary AbilityCharisma
    Hit Point DieD8 per Bard level
    Saving Throw ProficienciesDexterity and Charisma
    Skill ProficienciesChoose any 3 skills (see chapter 1)
    Weapon ProficienciesSimple weapons
    Tool ProficienciesChoose 3 Musical Instruments (see chapter 6)
    Armor TrainingLight armor
    Starting EquipmentChoose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP

    Becoming a Bard...

    As a Level 1 Bard
    • Gain all the traits in the Core Bard Traits table.
    • Gain the Bard’s level 1 features, which are listed in the Bard Features table.
    As a Multiclass Bard
    • Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Musical Instrument of your choice, and training with Light armor.
    • Gain the Bard’s level 1 features, which are listed in the Bard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

    Bard Class Features

    As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table.

    Bard Featuresr

    ——Spell Slots per Spell Level——
    LevelProficiency Bonus
    ------
    1+2
    2+2
    3+2
    4+2
    5+3
    6+3
    7+3
    8+3
    9+4
    10+4
    11+4
    12+4
    13+5
    14+5
    15+5
    16+5
    17+6
    18+6
    19+6
    20+6

    Level 1: Bardic Inspiration

    You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.

    Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

    Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.

    Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

    At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

    Level 1: Spellcasting

    You have learned to cast spells through your bardic arts. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class’s description.

    Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.

    Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.

    When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.

    Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

    Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.

    The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

    If another Bard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.

    Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.

    Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.

    Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.

    Level 2: Expertise

    You gain Expertise (see the rules glossary) in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.

    At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.

    Level 2: Jack of All Trades

    You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus.

    For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.

    A Bard’s Repertoire

    Does your Bard beat a drum while chanting the deeds of ancient heroes? Strum a lute while crooning romantic tunes? Perform arias of stirring power? Recite dramatic monologues from classic tragedies? Use the rhythm of a folk dance to coordinate the movement of allies in battle? Compose naughty limericks?

    When you play a Bard, consider the style of artistic performance you favor, the moods you might invoke, and the themes that inspire your own creations. Are your poems inspired by moments of natural beauty, or are they brooding reflections on loss? Do you prefer lofty hymns or rowdy tavern songs? Are you drawn to laments for the fallen or celebrations of joy? Do you dance merry jigs or perform elaborate interpretive choreography? Do you focus on one style of performance or strive to master them all?

    Level 3: Bard Subclass

    You gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass’s features that are of your Bard level or lower.

    Level 4: Ability Score Improvement

    You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.

    Level 5: Font of Inspiration

    You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.

    In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

    Level 7: Countercharm

    You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.

    Level 10: Magical Secrets

    You’ve learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class’s section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.

    Level 18: Superior Inspiration

    When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.

    Level 19: Epic Boon

    You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

    Level 20: Words of Creation

    You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.

    Bard Spell List

    This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

    Cantrips (Level 0 Bard Spells)

    SpellSchoolSpecial
    Blade WardAbjurationC
    Dancing LightsIllusionC
    FriendsEnchantmentC
    LightEvocation—
    Mage HandConjuration—
    MendingTransmutation—
    MessageTransmutation—
    Minor IllusionIllusion—
    PrestidigitationTransmutation—
    Starry WispEvocation—
    ThunderclapEvocation—
    True StrikeDivination—
    Vicious MockeryEnchantment—

    Level 1 Bard Spells

    SpellSchoolSpecial
    Animal FriendshipEnchantment—
    BaneEnchantmentC
    Charm PersonEnchantment—
    Color SprayIllusion—
    CommandEnchantment—
    Comprehend LanguagesDivinationR
    Cure WoundsAbjuration—
    Detect MagicDivinationC, R
    Disguise SelfIllusion—
    Dissonant WhispersEnchantment—
    Faerie FireEvocationC
    Feather FallTransmutation—
    Healing WordAbjuration—
    HeroismEnchantmentC
    IdentifyDivinationR, M
    Illusory ScriptIllusionR, M
    LongstriderTransmutation—
    Silent ImageIllusionC
    SleepEnchantmentC
    Speak with AnimalsDivinationR
    Tasha’s Hideous LaughterEnchantmentC
    ThunderwaveEvocation—
    Unseen ServantConjurationR

    Level 2 Bard Spells

    SpellSchoolSpecial
    AidAbjuration—
    Animal MessengerEnchantmentR
    Blindness/DeafnessTransmutation—
    Calm EmotionsEnchantmentC
    Cloud of DaggersConjurationC
    Crown of MadnessEnchantmentC
    Detect ThoughtsDivinationC
    Enhance AbilityTransmutationC
    Enlarge/ReduceTransmutationC
    EnthrallEnchantmentC
    Heat MetalTransmutationC
    Hold PersonEnchantmentC
    InvisibilityIllusionC
    KnockTransmutation—
    Lesser RestorationAbjuration—
    Locate Animals or PlantsDivinationR
    Locate ObjectDivinationC
    Magic MouthIllusionR, M
    Mirror ImageIllusion—
    Phantasmal ForceIllusionC
    See InvisibilityDivination—
    ShatterEvocation—
    SilenceIllusionC, R
    SuggestionEnchantmentC
    Zone of TruthEnchantment—

    Level 3 Bard Spells

    SpellSchoolSpecial
    Bestow CurseNecromancyC
    ClairvoyanceDivinationC, M
    Dispel MagicAbjuration—
    FearIllusionC
    Feign DeathNecromancyR
    Glyph of WardingAbjurationM
    Hypnotic PatternIllusionC
    Leomund’s Tiny HutEvocationR
    Major ImageIllusionC
    Mass Healing WordAbjuration—
    NondetectionAbjurationM
    Plant GrowthTransmutation—
    SendingDivination—
    SlowTransmutationC
    Speak with DeadNecromancy—
    Speak with PlantsTransmutation—
    Stinking CloudConjurationC
    TonguesDivination—

    Level 4 Bard Spells

    SpellSchoolSpecial
    Charm MonsterEnchantment—
    CompulsionEnchantmentC
    ConfusionEnchantmentC
    Dimension DoorConjuration—
    Fount of MoonlightEvocationC
    Freedom of MovementAbjuration—
    Greater InvisibilityIllusionC
    Hallucinatory TerrainIllusion—
    Locate CreatureDivinationC
    Phantasmal KillerIllusionC
    PolymorphTransmutationC

    Level 5 Bard Spells

    SpellSchoolSpecial
    Animate ObjectsTransmutationC
    AwakenTransmutationM
    Dominate PersonEnchantmentC
    DreamIllusion—
    GeasEnchantment—
    Greater RestorationAbjurationM
    Hold MonsterEnchantmentC
    Legend LoreDivinationM
    Mass Cure WoundsAbjuration—
    MisleadIllusionC
    Modify MemoryEnchantmentC
    Planar BindingAbjurationM
    Raise DeadNecromancyM
    Rary’s Telepathic BondDivinationR
    ScryingDivinationC, M
    SeemingIllusion—
    Synaptic StaticEnchantment—
    Teleportation CircleConjurationM
    Yolande’s Regal PresenceEnchantmentC

    Level 6 Bard Spells

    SpellSchoolSpecial
    EyebiteNecromancyC
    Find the PathDivinationC, M
    Guards and WardsAbjurationM
    Heroes’ FeastConjurationM
    Mass SuggestionEnchantment—
    Otto’s Irresistible DanceEnchantmentC
    Programmed IllusionIllusionM
    True SeeingDivinationM

    Level 7 Bard Spells

    SpellSchoolSpecial
    EtherealnessConjuration—
    ForcecageEvocationC, M
    Mirage ArcaneIllusion—
    Mordenkainen’s Magnificent MansionConjurationM
    Mordenkainen’s SwordEvocationC, M
    Power Word FortifyEnchantment—
    Prismatic SprayEvocation—
    Project ImageIllusionC, M
    RegenerateTransmutation—
    ResurrectionNecromancyM
    SymbolAbjurationM
    TeleportConjuration—

    Level 8 Bard Spells

    SpellSchoolSpecial
    Antipathy/SympathyEnchantment—
    BefuddlementEnchantment—
    Dominate MonsterEnchantmentC
    GlibnessEnchantment—
    Mind BlankAbjuration—
    Power Word StunEnchantment—

    Level 9 Bard Spells

    SpellSchoolSpecial
    ForesightDivination—
    Power Word HealEnchantment—
    Power Word KillEnchantment—
    Prismatic WallAbjuration—
    True PolymorphTransmutationC

    Bard Subclass

    A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve their traditions. This section presents the College of Lore subclass.

    College of Lore

    Plumb the Depths of Magical Knowledge

    Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college’s members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

    Level 3: Bonus Proficiencies

    You gain proficiency with three skills of your choice.

    Level 3: Cutting Words

    You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.

    Level 6: Magical Discoveries

    You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class’s section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.

    You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.

    Level 14: Peerless Skill

    When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn’t expended.

    Cleric

    Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.

    Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.

    Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.

    Core Cleric Traits

    Primary AbilityWisdom
    Hit Point DieD8 per Cleric level
    Saving Throw ProficienciesWisdom and Charisma
    Skill ProficienciesChoose 2: History, Insight, Medicine, Persuasion, or Religion
    Weapon ProficienciesSimple weapons
    Armor TrainingLight and Medium armor and Shields
    Starting EquipmentChoose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP

    Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.

    Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.

    Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.

    Becoming a Cleric...

    As a Level 1 Cleric
    • Gain all the traits in the Core Cleric Traits table.
    • Gain the Cleric’s level 1 features, which are listed in the Cleric Features table.
    As a Multiclass Cleric
    • Gain the following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
    • Gain the Cleric’s level 1 features, which are listed in the Cleric Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

    Cleric Class Features

    As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.

    Cleric Class Features

    As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.

    Cleric Features

    --Spell Slots per Spell Level

    LevelProficiency BonusClass FeaturesChannel DivinityCantripsPrepared Spells123456789
    1+2Spellcasting, Divine Order—342————————
    2+2Channel Divinity2353————————
    3+2Cleric Subclass23642———————
    4+2Ability Score Improvement24743———————
    5+3Sear Undead249432——————
    6+3Subclass feature3410433——————
    7+3Blessed Strikes34114331—————
    8+3Ability Score Improvement34124332—————
    9+4—341443331————
    10+4Divine Intervention351543332————
    11+4—3516433321———
    12+4Ability Score Improvement3516433321———
    13+5—35174333211——
    14+5Improved Blessed Strikes35174333211——
    15+5—351843332111—
    16+5Ability Score Improvement351843332111—
    17+6Subclass feature3519433321111
    18+6—4520433331111
    19+6Epic Boon4521433332111
    20+6Greater Divine Intervention4522433332211
    Level 1: Spellcasting

    You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description.

    Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.

    Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

    When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.

    Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

    Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.

    The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

    If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

    Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

    Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

    Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

    Level 1: Divine Order

    You have dedicated yourself to one of the following sacred roles of your choice.

    Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.

    Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

    Level 2: Channel Divinity

    You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

    You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.

    If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

    Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

    You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

    Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

    Level 3: Cleric Subclass

    You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass’s features that are of your Cleric level or lower.

    Level 4: Ability Score Improvement

    You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.

    Level 5: Sear Undead

    Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll’s total. This damage doesn’t end the turn effect.

    Level 7: Blessed Strikes

    Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).

    Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).

    Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

    Level 10: Divine Intervention

    You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest.

    Level 14: Improved Blessed Strikes

    The option you chose for Blessed Strikes grows more powerful.

    Divine Strike. The extra damage of your Divine Strike increases to 2d8.

    Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.

    Level 19: Epic Boon

    You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Fate is recommended.

    Level 20: Greater Divine Intervention

    You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.

    Cleric Spell List

    This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

    Cantrips (Level 0 Cleric Spells)
    SpellSchoolSpecial
    GuidanceDivinationC
    LightEvocation—
    MendingTransmutation—
    ResistanceAbjurationC
    Sacred FlameEvocation—
    Spare the DyingNecromancy—
    ThaumaturgyTransmutation—
    Level 1 Cleric Spells
    SpellSchoolSpecial
    BaneEnchantmentC
    BlessEnchantmentC, M
    CommandEnchantment—
    Create or Destroy WaterTransmutation—
    Cure WoundsAbjuration—
    Detect Evil and GoodDivinationC
    Detect MagicDivinationC, R
    Detect Poison and DiseaseDivinationC, R
    Guiding BoltEvocation—
    Healing WordAbjuration—
    Inflict WoundsNecromancy—
    Protection from Evil and GoodAbjurationC, M
    Purify Food and DrinkTransmutationR
    SanctuaryAbjuration—
    Shield of FaithAbjurationC
    Level 2 Cleric Spells
    SpellSchoolSpecial
    AidAbjuration—
    AuguryDivinationR, M
    Blindness/DeafnessTransmutation—
    Calm EmotionsEnchantmentC
    Continual FlameEvocationM
    Enhance AbilityTransmutationC
    Find TrapsDivination—
    Gentle ReposeNecromancyR, M
    Hold PersonEnchantmentC
    Lesser RestorationAbjuration—
    Locate ObjectDivinationC
    Prayer of HealingAbjuration—
    Protection from PoisonAbjuration—
    SilenceIllusionC, R
    Spiritual WeaponEvocationC
    Warding BondAbjurationM
    Zone of TruthEnchantment—
    Level 3 Cleric Spells
    SpellSchoolSpecial
    Animate DeadNecromancy—
    Beacon of HopeAbjurationC
    Bestow CurseNecromancyC
    ClairvoyanceDivinationC, M
    Create Food and WaterConjuration—
    DaylightEvocation—
    Dispel MagicAbjuration—
    Glyph of WardingAbjurationM
    Magic CircleAbjurationM
    Mass Healing WordAbjuration—
    Meld into StoneTransmutationR
    Protection from EnergyAbjurationC
    Remove CurseAbjuration—
    RevivifyNecromancyM
    SendingDivination—
    Speak with DeadNecromancy—
    Spirit GuardiansConjurationC
    TonguesDivination—
    Water WalkTransmutationR
    Level 4 Cleric Spells
    SpellSchoolSpecial
    Aura of LifeAbjurationC
    BanishmentAbjurationC
    Control WaterTransmutationC
    Death WardAbjuration—
    DivinationDivinationR, M
    Freedom of MovementAbjuration—
    Guardian of FaithConjuration—
    Locate CreatureDivinationC
    Stone ShapeTransmutation—
    Level 5 Cleric Spells
    SpellSchoolSpecial
    CommuneDivinationR
    ContagionNecromancy—
    Dispel Evil and GoodAbjurationC
    Flame StrikeEvocation—
    GeasEnchantment—
    Greater RestorationAbjurationM
    HallowAbjurationM
    Insect PlagueConjurationC
    Legend LoreDivinationM
    Mass Cure WoundsAbjuration—
    Planar BindingAbjurationM
    Raise DeadNecromancyM
    ScryingDivinationC, M
    Level 6 Cleric Spells
    SpellSchoolSpecial
    Blade BarrierEvocationC
    Create UndeadNecromancyM
    Find the PathDivinationC, M
    ForbiddanceAbjurationR, M
    HarmNecromancy—
    HealAbjuration—
    Heroes’ FeastConjurationM
    Planar AllyConjuration—
    SunbeamEvocationC
    True SeeingDivinationM
    Word of RecallConjuration—
    Level 7 Cleric Spells
    SpellSchoolSpecial
    Conjure CelestialConjurationC
    Divine WordEvocation—
    EtherealnessConjuration—
    Fire StormEvocation—
    Plane ShiftConjurationM
    RegenerateTransmutation—
    ResurrectionNecromancyM
    SymbolAbjurationM
    Level 8 Cleric Spells
    SpellSchoolSpecial
    Antimagic FieldAbjurationC
    Control WeatherTransmutationC
    EarthquakeTransmutationC
    Holy AuraAbjurationC, M
    SunburstEvocation—
    Level 9 Cleric Spells
    SpellSchoolSpecial
    Astral ProjectionNecromancyM
    GateConjurationC, M
    Mass HealAbjuration—
    True ResurrectionNecromancyM

    Cleric Subclass

    A Cleric subclass is a specialization that grants you features at certain Cleric levels, as specified in the subclass. Each Cleric subclass is named after a domain of existence that is favored by a god, pantheon, or religious order. This section presents the Life Domain subclass.

    Life Domain

    Soothe the Hurts of the World

    The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.

    Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.

    Level 3: Disciple of Life

    When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.

    Level 3: Life Domain Spells

    Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

    Life Domain Spells
    Cleric LevelPrepared Spells
    3Aid, Bless, Cure Wounds, Lesser Restoration
    5Mass Healing Word, Revivify
    7Aura of Life, Death Ward
    9Greater Restoration, Mass Cure Wounds
    Level 3: Preserve Life

    As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

    Level 6: Blessed Healer

    The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot’s level.

    Level 17: Supreme Healing

    When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.

    Druid

    Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.

    Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.

    Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.

    Core Druid Traits

    Primary AbilityWisdom
    Hit Point DieD8 per Druid level
    Saving Throw ProficienciesIntelligence and Wisdom
    Skill ProficienciesChoose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival
    Weapon ProficienciesSimple weapons
    Tool ProficienciesHerbalism Kit
    Armor TrainingLight armor and Shields
    Starting EquipmentChoose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP

    Becoming a Druid...

    As a Level 1 Druid
    • Gain all the traits in the Core Druid Traits table.
    • Gain the Druid’s level 1 features, which are listed in the Druid Features table.
    As a Multiclass Druid
    • Gain the following traits from the Core Druid Traits table: Hit Point Die and training with Light armor and Shields.
    • Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

    Druid Class Features

    As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.

    Druid Features

    ——Spell Slots per Spell Level——

    LevelProficiency BonusClass FeaturesWild ShapeCantripsPrepared Spells123456789
    1+2Spellcasting, Druidic, Primal Order—242————————
    2+2Wild Shape, Wild Companion2253————————
    3+2Druid Subclass22642———————
    4+2Ability Score Improvement23743———————
    5+3Wild Resurgence239432——————
    6+3Subclass feature3310433——————
    7+3Elemental Fury33114331—————
    8+3Ability Score Improvement33124332—————
    9+4—331443331————
    10+4Subclass feature341543332————
    11+4—3416433321———
    12+4Ability Score Improvement3416433321———
    13+5—34174333211——
    14+5Subclass feature34174333211——
    15+5Improved Elemental Fury341843332111—
    16+5Ability Score Improvement341843332111—
    17+6—4419433321111
    18+6Beast Spells4420433331111
    19+6Epic Boon4421433332111
    20+6Archdruid4422433332211

    Level 1: Spellcasting

    You have learned to cast spells through studying the mystical forces of nature. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class’s description.

    Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.

    Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.

    When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.

    Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

    Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.

    The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

    If another Druid feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.

    Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.

    Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

    Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

    Level 1: Druidic

    You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.

    You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

    Level 1: Primal Order

    You have dedicated yourself to one of the following sacred roles of your choice.

    Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

    Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

    Level 2: Wild Shape

    The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

    Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

    You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

    Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see appendix B for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

    When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

    When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.

    Beast Shapes
    Druid LevelKnown FormsMax CRFly Speed
    241/4No
    461/2No
    881Yes

    Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

    Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

    Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.

    No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.

    Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.

    Level 2: Wild Companion

    You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.

    When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

    Level 3: Druid Subclass

    You gain a Druid subclass of your choice. The Circle of the Land subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level or lower.

    Level 4: Ability Score Improvement

    You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.

    Level 5: Wild Resurgence

    Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

    In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.

    Level 7: Elemental Fury

    The might of the elements flows through you. You gain one of the following options of your choice.

    Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.

    Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

    Level 15: Improved Elemental Fury

    The option you chose for Elemental Fury grows more powerful, as detailed below.

    Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.

    Primal Strike. The extra damage of your Primal Strike increases to 2d8.

    Level 18: Beast Spells

    While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

    Level 19: Epic Boon

    You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

    Level 20: Archdruid

    The vitality of nature constantly blooms within you, granting you the following benefits.

    Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.

    Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can’t do so again until you finish a Long Rest.

    Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.

    Druid Spell List

    This section presents the Druid spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

    Cantrips (Level 0 Druid Spells)

    SpellSchoolSpecial
    DruidcraftTransmutation—
    ElementalismTransmutation—
    GuidanceDivinationC
    MendingTransmutation—
    MessageTransmutation—
    Poison SprayNecromancy—
    Produce FlameConjuration—
    ResistanceAbjurationC
    ShillelaghTransmutation—
    Spare the DyingNecromancy—
    Starry WispEvocation—
    Thorn WhipTransmutation—
    ThunderclapEvocation—

    Level 1 Druid Spells

    SpellSchoolSpecial
    Animal FriendshipEnchantment—
    Charm PersonEnchantment—
    Create or Destroy WaterTransmutation—
    Cure WoundsAbjuration—
    Detect MagicDivinationC, R
    Detect Poison and DiseaseDivinationC, R
    EntangleConjurationC
    Faerie FireEvocationC
    Fog CloudConjurationC
    GoodberryConjuration—
    Healing WordAbjuration—
    Ice KnifeConjuration—
    JumpTransmutation—
    LongstriderTransmutation—
    Protection from Evil and GoodAbjurationC, M
    Purify Food and DrinkTransmutationR
    Speak with AnimalsDivinationR
    ThunderwaveEvocation—

    Level 2 Druid Spells

    SpellSchoolSpecial
    AidAbjuration—
    Animal MessengerEnchantmentR
    AuguryDivinationR, M
    BarkskinTransmutation—
    Beast SenseDivinationC, R
    Continual FlameEvocationM
    DarkvisionTransmutation—
    Enhance AbilityTransmutationC
    Enlarge/ReduceTransmutationC
    Find TrapsDivination—
    Flame BladeEvocationC
    Flaming SphereEvocationC
    Gust of WindEvocationC
    Heat MetalTransmutationC
    Hold PersonEnchantmentC
    Lesser RestorationAbjuration—
    Locate Animals or PlantsDivinationR
    Locate ObjectDivinationC
    MoonbeamEvocationC
    Pass without TraceAbjurationC
    Protection from PoisonAbjuration—
    Spike GrowthTransmutationC
    Summon BeastConjurationC, M

    Level 3 Druid Spells

    SpellSchoolSpecial
    Aura of VitalityAbjurationC
    Call LightningConjurationC
    Conjure AnimalsConjurationC
    DaylightEvocation—
    Dispel MagicAbjuration—
    Elemental WeaponTransmutationC
    Feign DeathNecromancyR
    Meld into StoneTransmutationR
    Plant GrowthTransmutation—
    Protection from EnergyAbjurationC
    RevivifyNecromancyM
    Sleet StormConjurationC
    Speak with PlantsTransmutation—
    Summon FeyConjurationC, M
    Water BreathingTransmutationR
    Water WalkTransmutationR
    Wind WallEvocationC

    Level 4 Druid Spells

    SpellSchoolSpecial
    BlightNecromancy—
    Charm MonsterEnchantment—
    ConfusionEnchantmentC
    Conjure Minor ElementalsConjurationC
    Conjure Woodland BeingsConjurationC
    Control WaterTransmutationC
    DivinationDivinationR, M
    Dominate BeastEnchantmentC
    Fire ShieldEvocation—
    Fount of MoonlightEvocationC
    Freedom of MovementAbjuration—
    Giant InsectConjurationC
    Grasping VineConjurationC
    Hallucinatory TerrainIllusion—
    Ice StormEvocation—
    Locate CreatureDivinationC
    PolymorphTransmutationC
    Stone ShapeTransmutation—
    StoneskinTransmutationC, M
    Summon ElementalConjurationC, M
    Wall of FireEvocationC

    Level 5 Druid Spells

    SpellSchoolSpecial
    Antilife ShellAbjurationC
    AwakenTransmutationM
    Commune with NatureDivinationR
    Cone of ColdEvocation—
    Conjure ElementalConjurationC
    ContagionNecromancy—
    GeasEnchantment—
    Greater RestorationAbjurationM
    Insect PlagueConjurationC
    Mass Cure WoundsAbjuration—
    Planar BindingAbjurationM
    ReincarnateNecromancyM
    ScryingDivinationC, M
    Tree StrideConjurationC
    Wall of StoneEvocationC

    Level 6 Druid Spells

    SpellSchoolSpecial
    Conjure FeyConjurationC
    Find the PathDivinationC, M
    Flesh to StoneTransmutationC
    HealAbjuration—
    Heroes’ FeastConjurationM
    Move EarthTransmutationC
    SunbeamEvocationC
    Transport via PlantsConjuration—
    Wall of ThornsConjurationC
    Wind WalkTransmutation—

    Level 7 Druid Spells

    SpellSchoolSpecial
    Fire StormEvocation—
    Mirage ArcaneIllusion—
    Plane ShiftConjurationM
    RegenerateTransmutation—
    Reverse GravityTransmutationC
    SymbolAbjurationM

    Level 8 Druid Spells

    SpellSchoolSpecial
    Animal ShapesTransmutation—
    Antipathy/SympathyEnchantment—
    BefuddlementEnchantment—
    Control WeatherTransmutationC
    EarthquakeTransmutationC
    Incendiary CloudConjurationC
    SunburstEvocation—
    TsunamiConjurationC

    Level 9 Druid Spells

    SpellSchoolSpecial
    ForesightDivination—
    ShapechangeTransmutationC, M
    Storm of VengeanceConjurationC
    True ResurrectionNecromancyM

    Druid Subclass

    A Druid subclass is a specialization that grants you features at certain Druid levels, as specified in the subclass. Druids form loose associations, which they call circles. This section presents the Circle of the Land subclass.

    Circle of the Land

    Celebrate Connection to the Natural World

    The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of their communities.

    Level 3: Circle of the Land Spells

    Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.

    Arid Land
    Druid LevelCircle Spells
    3Blur, Burning Hands, Fire Bolt
    5Fireball
    7Blight
    9Wall of Stone
    Polar Land
    Druid LevelCircle Spells
    3Fog Cloud, Hold Person, Ray of Frost
    5Sleet Storm
    7Ice Storm
    9Cone of Cold
    Temperate Land
    Druid LevelCircle Spells
    3Misty Step, Shocking Grasp, Sleep
    5Lightning Bolt
    7Freedom of Movement
    9Tree Stride
    Tropical Land
    Druid LevelCircle Spells
    3Acid Splash, Ray of Sickness, Web
    5Stinking Cloud
    7Polymorph
    9Insect Plague
    Level 3: Land’s Aid

    As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.

    The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).

    Level 6: Natural Recovery

    You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.

    In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you’re a level 6 Druid, you can recover up to three levels’ worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.

    Level 10: Nature’s Ward

    You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature’s Ward table.

    Nature’s Ward
    Land TypeResistance
    AridFire
    PolarCold
    TemperateLightning
    TropicalPoison
    Level 14: Nature’s Sanctuary

    As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there.

    As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.

    Fighter

    Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.

    Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.

    Core Fighter Traits

    Primary AbilityStrength or Dexterity
    Hit Point DieD10 per Fighter level
    Saving Throw ProficienciesStrength and Constitution
    Skill ProficienciesChoose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
    Weapon ProficienciesSimple and Martial weapons
    Armor TrainingLight, Medium, and Heavy armor and Shields
    Becoming a Fighter...
    As a Level 1 Fighter
    • Gain all the traits in the Core Fighter Traits table.
    • Gain the Fighter’s level 1 features, which are listed in the Fighter Features table.
    As a Multiclass Fighter
    • Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
    • Gain the Fighter’s level 1 features, which are listed in the Fighter Features table.

    Fighter Class Features

    As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table.

    Fighter Features

    LevelProficiency BonusClass FeaturesSecond WindWeapon Mastery
    1+2Fighting Style, Second Wind, Weapon Mastery23
    2+2Action Surge (one use), Tactical Mind23
    3+2Fighter Subclass23
    4+2Ability Score Improvement34
    5+3Extra Attack, Tactical Shift34
    6+3Ability Score Improvement34
    7+3Subclass feature34
    8+3Ability Score Improvement34
    9+4Indomitable (one use), Tactical Master34
    10+4Subclass feature45
    11+4Two Extra Attacks45
    12+4Ability Score Improvement45
    13+5Indomitable (two uses), Studied Attacks45
    14+5Ability Score Improvement45
    15+5Subclass feature45
    16+5Ability Score Improvement46
    17+6Action Surge (two uses), Indomitable (three uses)46
    18+6Subclass feature46
    19+6Epic Boon46
    20+6Three Extra Attacks46
    Level 1: Fighting Style

    You have honed your martial prowess and gain a Fighting Style feat of your choice (see chapter 5). Defense is recommended.

    Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

    Level 1: Second Wind

    You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.

    You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

    When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

    Level 1: Weapon Mastery

    Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

    When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

    Level 2: Action Surge

    You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.

    Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

    Level 2: Tactical Mind

    You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

    Level 3: Fighter Subclass

    You gain a Fighter subclass of your choice. The Champion subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass’s features that are of your Fighter level or lower.

    Level 4: Ability Score Improvement

    You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

    Level 5: Extra Attack

    You can attack twice instead of once whenever you take the Attack action on your turn.

    Level 5: Tactical Shift

    Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

    Level 9: Indomitable

    If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.

    You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.

    Level 9: Tactical Master

    When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.

    Level 11: Two Extra Attacks

    You can attack three times instead of once whenever you take the Attack action on your turn.

    Level 13: Studied Attacks

    You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.

    Level 19: Epic Boon

    You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.

    Level 20: Three Extra Attacks

    You can attack four times instead of once whenever you take the Attack action on your turn.

    Fighter Subclass

    A Fighter subclass is a specialization that grants you features at certain levels, as specified in the subclass. This section presents the Champion subclass.

    Champion

    Pursue Physical Excellence in Combat

    A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.

    Level 3: Improved Critical

    Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.

    Level 3: Remarkable Athlete

    Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.

    In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

    Level 7: Additional Fighting Style

    You gain another Fighting Style feat of your choice.

    Level 10: Heroic Warrior

    The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.

    Level 15: Superior Critical

    Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.

    Level 18: Survivor

    You attain the pinnacle of resilience in battle, giving you these benefits.

    Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.

    Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.

    Monk

    Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.

    Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.

    Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.

    Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.

    Core Monk Traits

    Primary AbilityDexterity and Wisdom
    Hit Point DieD8 per Monk level
    Saving Throw ProficienciesStrength and Dexterity
    Skill ProficienciesChoose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth
    Weapon ProficienciesSimple weapons and Martial weapons that have the Light property
    Tool ProficienciesChoose one type of Artisan’s Tools or Musical Instrument (see chapter 6)
    Armor TrainingNone

    Becoming a Monk...

    As a Level 1 Monk
    • Gain all the traits in the Core Monk Traits table.
    • Gain the Monk’s level 1 features, which are listed in the Monk Features table.
    As a Multiclass Monk
    • Gain the Hit Point Die trait from the Core Monk Traits table.
    • Gain the Monk’s level 1 features, which are listed in the Monk Features table.

    Monk Class Features

    As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.

    Monk Features

    LevelProficiency BonusClass FeaturesMartial ArtsFocus PointsUnarmored Movement
    1+2Martial Arts, Unarmored Defense1d6——
    2+2Monk’s Focus, Unarmored Movement, Uncanny Metabolism1d62+10 ft.
    3+2Deflect Attacks, Monk Subclass1d63+10 ft.
    4+2Ability Score Improvement, Slow Fall1d64+10 ft.
    5+3Extra Attack, Stunning Strike1d85+10 ft.
    6+3Empowered Strikes, Subclass feature1d86+15 ft.
    7+3Evasion1d87+15 ft.
    8+3Ability Score Improvement1d88+15 ft.
    9+4Acrobatic Movement1d89+15 ft.
    10+4Heightened Focus, Self-Restoration1d810+20 ft.
    11+4Subclass feature1d1011+20 ft.
    12+4Ability Score Improvement1d1012+20 ft.
    13+5Deflect Energy1d1013+20 ft.
    14+5Disciplined Survivor1d1014+25 ft.
    15+5Perfect Focus1d1015+25 ft.
    16+5Ability Score Improvement1d1016+25 ft.
    17+6Subclass feature1d1217+25 ft.
    18+6Superior Defense1d1218+30 ft.
    19+6Epic Boon1d1219+30 ft.
    20+6Body and Mind1d1220+30 ft.

    Level 1: Martial Arts

    Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

    • Simple Melee weapons
    • Martial Melee weapons that have the Light property

    You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield.

    Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.

    Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.

    Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

    Level 1: Unarmored Defense

    While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

    Level 2: Monk’s Focus

    Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

    You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

    When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

    Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

    Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

    Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

    Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

    Level 2: Unarmored Movement

    Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.

    Level 2: Uncanny Metabolism

    When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

    Once you use this feature, you can’t use it again until you finish a Long Rest.

    Level 3: Deflect Attacks

    When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

    If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

    Level 3: Monk Subclass

    You gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass’s features that are of your Monk level or lower.

    Level 4: Ability Score Improvement

    You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.

    Level 4: Slow Fall

    You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.

    Level 5: Extra Attack

    You can attack twice instead of once whenever you take the Attack action on your turn.

    Level 5: Stunning Strike

    Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.

    Level 6: Empowered Strikes

    Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.

    Level 7: Evasion

    When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

    You don’t benefit from this feature if you have the Incapacitated condition.

    Level 9: Acrobatic Movement

    While you aren’t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.

    Level 10: Heightened Focus

    Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.

    Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.

    Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.

    Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.

    Level 10: Self-Restoration

    Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.

    In addition, forgoing food and drink doesn’t give you levels of Exhaustion.

    Level 13: Deflect Energy

    You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.

    Level 14: Disciplined Survivor

    Your physical and mental discipline grant you proficiency in all saving throws.

    Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.

    Level 15: Perfect Focus

    When you roll Initiative and don’t use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.

    Level 18: Superior Defense

    At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.

    Level 19: Epic Boon

    You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

    Level 20: Body and Mind

    You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.

    Monk Subclass

    A Monk subclass is a specialization that grants you features at certain levels, as specified in the subclass. This section presents the Warrior of the Open Hand subclass.

    Warrior of the Open Hand

    Master Unarmed Combat Techniques

    Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.

    Level 3: Open Hand Technique

    Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.

    Addle. The target can’t make Opportunity Attacks until the start of its next turn.

    Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

    Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.

    Level 6: Wholeness of Body

    You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

    Level 11: Fleet Step

    When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.

    Level 17: Quivering Palm

    You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.

    You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).

    Paladin

    Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

    Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.

    Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.

    Core Paladin Traits

    Primary AbilityStrength and Charisma
    Hit Point DieD10 per Paladin level
    Saving Throw ProficienciesWisdom and Charisma
    Skill ProficienciesChoose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
    Weapon ProficienciesSimple and Martial weapons
    Armor TrainingLight, Medium, and Heavy armor and Shields
    Starting EquipmentChoose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP

    Becoming a Paladin...

    As a Level 1 Character
    • Gain all the traits in the Core Paladin Traits table.
    • Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
    As a Multiclass Character
    • Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
    • Gain the Paladin’s level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

    Paladin Class Features

    As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.

    Paladin Features

    —Spell Slots per Spell Level—

    LevelProficiency BonusClass FeaturesChannel DivinityPrepared Spells12345
    1+2Lay On Hands, Spellcasting, Weapon Mastery—22————
    2+2Fighting Style, Paladin’s Smite—32————
    3+2Channel Divinity, Paladin Subclass243————
    4+2Ability Score Improvement253————
    5+3Extra Attack, Faithful Steed2642———
    6+3Aura of Protection2642———
    7+3Subclass feature2743———
    8+3Ability Score Improvement2743———
    9+4Abjure Foes29432——
    10+4Aura of Courage29432——
    11+4Radiant Strikes310433——
    12+4Ability Score Improvement310433——
    13+5—3114331—
    14+5Restoring Touch3114331—
    15+5Subclass feature3124332—
    16+5Ability Score Improvement3124332—
    17+6—31443331
    18+6Aura Expansion31443331
    19+6Epic Boon31543332
    20+6Subclass feature31543332

    Level 1: Lay On Hands

    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.

    As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

    You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.

    Level 1: Spellcasting

    You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class’s description.

    Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

    Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.

    The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.

    If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.

    Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.

    Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.

    Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.

    Level 1: Weapon Mastery

    Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

    Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

    Level 2: Fighting Style

    You gain a Fighting Style feat of your choice (see chapter 5 for feats). Instead of choosing one of those feats, you can choose the option below.

    Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.

    Level 2: Paladin’s Smite

    You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.

    Level 3: Channel Divinity

    You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.

    You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.

    If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

    Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

    Level 3: Paladin Subclass

    You gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass’s features that are of your Paladin level or lower.

    Breaking Your Oath

    A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.

    A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.

    If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.

    Level 4: Ability Score Improvement

    You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.

    Level 5: Extra Attack

    You can attack twice instead of once whenever you take the Attack action on your turn.

    Level 5: Faithful Steed

    You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.

    You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

    Level 6: Aura of Protection

    You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.

    You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).

    If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.

    Level 9: Abjure Foes

    As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

    Level 10: Aura of Courage

    You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

    Level 11: Radiant Strikes

    Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

    Level 14: Restoring Touch

    When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.

    Level 18: Aura Expansion

    Your Aura of Protection is now a 30-foot Emanation.

    Level 19: Epic Boon

    You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Truesight is recommended.

    Paladin Spell List

    This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

    Level 1 Paladin Spells

    SpellSchoolSpecial
    BlessEnchantmentC, M
    CommandEnchantment—
    Compelled DuelEnchantmentC
    Cure WoundsAbjuration—
    Detect Evil and GoodDivinationC
    Detect MagicDivinationC, R
    Detect Poison and DiseaseDivinationC, R
    Divine FavorTransmutation—
    Divine SmiteEvocation—
    HeroismEnchantmentC
    Protection from Evil and GoodAbjurationC, M
    Purify Food and DrinkTransmutationR
    Searing SmiteEvocation—
    Shield of FaithAbjurationC
    Thunderous SmiteEvocation—
    Wrathful SmiteNecromancy—

    Level 2 Paladin Spells

    SpellSchoolSpecial
    AidAbjuration—
    Find SteedConjuration—
    Gentle ReposeNecromancyR, M
    Lesser RestorationAbjuration—
    Locate ObjectDivinationC
    Magic WeaponTransmutation—
    Prayer of HealingAbjuration—
    Protection from PoisonAbjuration—
    Shining SmiteTransmutationC
    Warding BondAbjurationM
    Zone of TruthEnchantment—

    Level 3 Paladin Spells

    SpellSchoolSpecial
    Aura of VitalityAbjurationC
    Blinding SmiteEvocation—
    Create Food and WaterConjuration—
    Crusader’s MantleTransmutationC
    DaylightEvocation—
    Dispel MagicAbjuration—
    Elemental WeaponTransmutationC
    Magic CircleAbjurationM
    Remove CurseAbjuration—
    RevivifyNecromancyM

    Level 4 Paladin Spells

    SpellSchoolSpecial
    Aura of LifeAbjurationC
    Aura of PurityAbjurationC
    BanishmentAbjurationC
    Death WardAbjuration—
    Locate CreatureDivinationC
    Staggering SmiteEnchantment—

    Level 5 Paladin Spells

    SpellSchoolSpecial
    Banishing SmiteConjurationC
    Circle of PowerAbjurationC
    Destructive WaveEvocation—
    Dispel Evil and GoodAbjurationC
    GeasEnchantment—
    Greater RestorationAbjurationM
    Raise DeadNecromancyM
    Summon CelestialConjurationC, M

    Paladin Subclass

    A Paladin subclass is a specialization that grants you features at certain Paladin levels, as specified in the subclass. This section presents the Oath of Devotion subclass.

    This subclass represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class don’t consider themselves true Paladins until they’ve reached level 3 and made this oath. For others, the swearing of the oath is a formality, an official stamp on what was already in their hearts.

    Oath of Devotion

    Uphold the Ideals of Justice and Order

    The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.

    Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.

    These paladins share the following tenets:

    • Let your word be your promise.
    • Protect the weak and never fear to act.
    • Let your honorable deeds be an example.
    Level 3: Oath of Devotion Spells

    The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

    Oath of Devotion Spells
    Paladin LevelSpells
    3Protection from Evil and Good, Shield of Faith
    5Aid, Zone of Truth
    9Beacon of Hope, Dispel Magic
    13Freedom of Movement, Guardian of Faith
    17Commune, Flame Strike
    Level 3: Sacred Weapon

    When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.

    The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.

    You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.

    Level 7: Aura of Devotion

    You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.

    Level 15: Smite of Protection

    Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

    Level 20: Holy Nimbus

    As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

    Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

    Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.

    Sunlight. The aura is filled with Bright Light that is sunlight.

    Ranger

    Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.

    Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.

    Core Ranger Traits

    Primary AbilityDexterity and Wisdom
    Hit Point DieD10 per Ranger level
    Saving Throw ProficienciesStrength and Dexterity
    Skill ProficienciesChoose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
    Weapon ProficienciesSimple and Martial weapons
    Armor TrainingLight and Medium armor and Shields
    Starting EquipmentChoose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP

    Becoming a Ranger...

    As a Level 1 Character
    • Gain all the traits in the Core Ranger Traits table.
    • Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
    As a Multiclass Character
    • Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields.
    • Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

    Ranger Class Features

    As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.

    Ranger Features

    —Spell Slots per Spell Level—

    LevelProficiency BonusClass FeaturesFavored EnemyPrepared Spells12345
    1+2Spellcasting, Favored Enemy, Weapon Mastery222————
    2+2Deft Explorer, Fighting Style232————
    3+2Ranger Subclass243————
    4+2Ability Score Improvement253————
    5+3Extra Attack3642———
    6+3Roving3642———
    7+3Subclass feature3743———
    8+3Ability Score Improvement3743———
    9+4Expertise49432——
    10+4Tireless49432——
    11+4Subclass feature410433——
    12+4Ability Score Improvement410433——
    13+5Relentless Hunter5114331—
    14+5Nature’s Veil5114331—
    15+5Subclass feature5124332—
    16+5Ability Score Improvement5124332—
    17+6Precise Hunter61443331
    18+6Feral Senses61443331
    19+6Epic Boon61543332
    20+6Foe Slayer61543332

    Level 1: Spellcasting

    You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.

    Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

    Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.

    The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.

    If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.

    Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.

    Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.

    Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.

    Level 1: Favored Enemy

    You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

    The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

    Level 1: Weapon Mastery

    Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.

    Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.

    Level 2: Deft Explorer

    Thanks to your travels, you gain the following benefits.

    Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.

    Languages. You know two languages of your choice from the language tables in chapter 2.

    Level 2: Fighting Style

    You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.

    Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

    Level 3: Ranger Subclass

    You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.

    Level 4: Ability Score Improvement

    You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.

    Level 5: Extra Attack

    You can attack twice instead of once whenever you take the Attack action on your turn.

    Level 6: Roving

    Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

    Level 9: Expertise

    Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.

    Level 10: Tireless

    Primal forces now help fuel you on your journeys, granting you the following benefits.

    Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

    Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

    Level 13: Relentless Hunter

    Taking damage can’t break your Concentration on Hunter’s Mark.

    Level 14: Nature’s Veil

    You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

    Level 17: Precise Hunter

    You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.

    Level 18: Feral Senses

    Your connection to the forces of nature grants you Blindsight with a range of 30 feet.

    Level 19: Epic Boon

    You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

    Level 20: Foe Slayer

    The damage die of your Hunter’s Mark is a d10 rather than a d6.

    Ranger Spell List

    This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

    Level 1 Ranger Spells

    SpellSchoolSpecial
    AlarmAbjurationR
    Animal FriendshipEnchantment—
    Cure WoundsAbjuration—
    Detect MagicDivinationC, R
    Detect Poison and DiseaseDivinationC, R
    Ensnaring StrikeConjurationC
    EntangleConjurationC
    Fog CloudConjurationC
    GoodberryConjuration—
    Hail of ThornsConjuration—
    Hunter’s MarkDivinationC
    JumpTransmutation—
    LongstriderTransmutation—
    Speak with AnimalsDivinationR

    Level 2 Ranger Spells

    SpellSchoolSpecial
    AidAbjuration—
    Animal MessengerEnchantmentR
    BarkskinTransmutation—
    Beast SenseDivinationC, R
    Cordon of ArrowsTransmutation—
    DarkvisionTransmutation—
    Enhance AbilityTransmutationC
    Find TrapsDivination—
    Gust of WindEvocationC
    Lesser RestorationAbjuration—
    Locate Animals or PlantsDivinationR
    Locate ObjectDivinationC
    Magic WeaponTransmutation—
    Pass without TraceAbjurationC
    Protection from PoisonAbjuration—
    SilenceIllusionC, R
    Spike GrowthTransmutationC
    Summon BeastConjurationC, M

    Level 3 Ranger Spells

    SpellSchoolSpecial
    Conjure AnimalsConjurationC
    Conjure BarrageConjuration—
    DaylightEvocation—
    Dispel MagicAbjuration—
    Elemental WeaponTransmutationC
    Lightning ArrowTransmutation—
    Meld into StoneTransmutationR
    NondetectionAbjurationM
    Plant GrowthTransmutation—
    Protection from EnergyAbjurationC
    RevivifyNecromancyM
    Speak with PlantsTransmutation—
    Summon FeyConjurationC, M
    Water BreathingTransmutationR
    Water WalkTransmutationR
    Wind WallEvocationC

    Level 4 Ranger Spells

    SpellSchoolSpecial
    Conjure Woodland BeingsConjurationC
    Dominate BeastEnchantmentC
    Freedom of MovementAbjuration—
    Grasping VineConjurationC
    Locate CreatureDivinationC
    StoneskinTransmutationC, M
    Summon ElementalConjurationC, M

    Level 5 Ranger Spells

    SpellSchoolSpecial
    Commune with NatureDivinationR
    Conjure VolleyConjuration—
    Greater RestorationAbjurationM
    Steel Wind StrikeConjurationM
    Swift QuiverTransmutationC, M
    Tree StrideConjurationC

    Ranger Subclass

    A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Hunter subclass.

    Hunter

    Protect Nature and People from Destruction

    You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.

    Level 3: Hunter’s Lore

    You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

    Level 3: Hunter’s Prey

    You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

    Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.

    Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.

    Level 7: Defensive Tactics

    You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

    Escape the Horde. Opportunity Attacks have Disadvantage against you.

    Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

    Level 11: Superior Hunter’s Prey

    Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.

    Level 15: Superior Hunter’s Defense

    When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.

    Rogue

    Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

    In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.

    Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.

    Core Rogue Traits

    Primary AbilityDexterity
    Hit Point DieD8 per Rogue level
    Saving Throw ProficienciesDexterity and Intelligence
    Skill ProficienciesChoose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
    Weapon ProficienciesSimple weapons and Martial weapons that have the Finesse or Light property
    Tool ProficienciesThieves’ Tools
    Armor TrainingLight armor
    Starting EquipmentChoose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP
    Becoming a Rogue...
    As a Level 1 Character
    • Gain all the traits in the Core Rogue Traits table.
    • Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.
    As a Multiclass Character
    • Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue’s skill list, proficiency with Thieves’ Tools, and training with Light armor.
    • Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.

    Rogue Class Features

    As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.

    Rogue Features

    LevelProficiency BonusClass FeaturesSneak Attack
    1+2Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery1d6
    2+2Cunning Action1d6
    3+2Rogue Subclass, Steady Aim2d6
    4+2Ability Score Improvement2d6
    5+3Cunning Strike, Uncanny Dodge3d6
    6+3Expertise3d6
    7+3Evasion, Reliable Talent4d6
    8+3Ability Score Improvement4d6
    9+4Subclass feature5d6
    10+4Ability Score Improvement5d6
    11+4Improved Cunning Strike6d6
    12+4Ability Score Improvement6d6
    13+5Subclass feature7d6
    14+5Devious Strikes7d6
    15+5Slippery Mind8d6
    16+5Ability Score Improvement8d6
    17+6Subclass feature9d6
    18+6Elusive9d6
    19+6Epic Boon10d6
    20+6Stroke of Luck10d6
    Level 1: Expertise

    You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.

    At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

    Level 1: Sneak Attack

    You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.

    You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

    The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

    Level 1: Thieves’ Cant

    You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the language tables in chapter 2.

    Level 1: Weapon Mastery

    Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

    Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

    Level 2: Cunning Action

    Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

    Level 3: Rogue Subclass

    You gain a Rogue subclass of your choice. The Arcane Trickster, Assassin, Soulknife, and Thief subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level or lower.

    Level 3: Steady Aim

    As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

    Level 4: Ability Score Improvement

    You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.

    Level 5: Cunning Strike

    You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.

    If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

    Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

    To use this effect, you must have a Poisoner’s Kit on your person.

    Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

    Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

    Level 5: Uncanny Dodge

    When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).

    Level 7: Evasion

    You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.

    Level 7: Reliable Talent

    Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

    Level 11: Improved Cunning Strike

    You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

    Level 14: Devious Strikes

    You’ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

    Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.

    Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.

    Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

    Level 15: Slippery Mind

    Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

    Level 18: Elusive

    You’re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

    Level 19: Epic Boon

    You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.

    Level 20: Stroke of Luck

    You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.

    Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

    Rogue Subclass

    A Rogue subclass is a specialization that grants you features at certain Rogue levels, as specified in the subclass. This section presents the Thief subclass.

    Thief

    Hunt for Treasure as a Classic Adventurer

    A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

    Level 3: Fast Hands

    As a Bonus Action, you can do one of the following.

    Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.

    Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.

    Level 3: Second-Story Work

    You’ve trained to get into especially hard-to-reach places, granting you these benefits.

    Climber. You gain a Climb Speed equal to your Speed.

    Jumper. You can determine your jump distance using your Dexterity rather than your Strength.

    Level 9: Supreme Sneak

    You gain the following Cunning Strike option.

    Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

    Level 13: Use Magic Device

    You’ve learned how to maximize use of magic items, granting you the following benefits.

    Attunement. You can attune to up to four magic items at once.

    Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.

    Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

    Level 17: Thief’s Reflexes

    You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.

    Sorcerer

    Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.

    Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.

    Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.

    Core Sorcerer Traits

    Primary AbilityCharisma
    Hit Point DieD6 per Sorcerer level
    Saving Throw ProficienciesConstitution and Charisma
    Skill ProficienciesChoose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
    Weapon ProficienciesSimple weapons
    Armor TrainingNone
    Starting EquipmentChoose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP

    Becoming a Sorcerer...

    As a Level 1 Character
    • Gain all the traits in the Core Sorcerer Traits table.
    • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.
    As a Multiclass Character
    • Gain the Hit Point Die from the Core Sorcerer Traits table.
    • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

    Sorcerer Class Features

    As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.

    Sorcerer Features

    ——Spell Slots per Spell Level——

    LevelProficiency BonusClass FeaturesSorcery PointsCantripsPrepared Spells123456789
    1+2Spellcasting, Innate Sorcery—422————————
    2+2Font of Magic, Metamagic2443————————
    3+2Sorcerer Subclass34642———————
    4+2Ability Score Improvement45743———————
    5+3Sorcerous Restoration559432——————
    6+3Subclass feature6510433——————
    7+3Sorcery Incarnate75114331—————
    8+3Ability Score Improvement85124332—————
    9+4—951443331————
    10+4Metamagic1061543332————
    11+4—11616433321———
    12+4Ability Score Improvement12616433321———
    13+5—136174333211——
    14+5Subclass feature146174333211——
    15+5—1561843332111—
    16+5Ability Score Improvement1661843332111—
    17+6Metamagic17619433321111
    18+6Subclass feature18620433331111
    19+6Epic Boon19621433332111
    20+6Arcane Apotheosis20622433332211

    Level 1: Spellcasting

    Drawing from your innate magic, you can cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description.

    Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

    When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.

    Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

    Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.

    The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

    If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

    Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

    Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.

    Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

    Level 1: Innate Sorcery

    An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

    • The spell save DC of your Sorcerer spells increases by 1.
    • You have Advantage on the attack rolls of Sorcerer spells you cast.

    You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

    Level 2: Font of Magic

    You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

    You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

    You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

    Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).

    Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

    Any spell slot you create with this feature vanishes when you finish a Long Rest.

    Creating Spell Slots
    Spell Slot LevelSorcery Point CostMin. Sorcerer Level
    122
    233
    355
    467
    579

    Level 2: Metamagic

    Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.

    You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

    Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

    Level 3: Sorcerer Subclass

    You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.

    Level 4: Ability Score Improvement

    You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.

    Level 5: Sorcerous Restoration

    When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.

    Level 7: Sorcery Incarnate

    If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

    In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

    Level 19: Epic Boon

    You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

    Level 20: Arcane Apotheosis

    Metamagic Options

    The following options are available to your Metamagic feature. The options are presented in alphabetical order.

    Careful Spell

    Cost: 1 Sorcery Point

    When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.

    Distant Spell

    Cost: 1 Sorcery Point

    When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.

    Empowered Spell

    Cost: 1 Sorcery Point

    When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.

    You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.

    Extended Spell

    Cost: 1 Sorcery Point

    When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.

    If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.

    Heightened Spell

    Cost: 2 Sorcery Points

    When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.

    Quickened Spell

    Cost: 2 Sorcery Points

    When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

    Seeking Spell

    Cost: 1 Sorcery Point

    If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.

    You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.

    Subtle Spell

    Cost: 1 Sorcery Point

    When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

    Transmuted Spell

    Cost: 1 Sorcery Point

    When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.

    Twinned Spell

    Cost: 1 Sorcery Point

    When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.

    Sorcerer Spell List

    This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

    Cantrips (Level 0 Sorcerer Spells)

    SpellSchoolSpecial
    Acid SplashEvocation—
    Blade WardAbjurationC
    Chill TouchNecromancy—
    Dancing LightsIllusionC
    ElementalismTransmutation—
    Fire BoltEvocation—
    FriendsEnchantmentC
    LightEvocation—
    Mage HandConjuration—
    MendingTransmutation—
    MessageTransmutation—
    Mind SliverEnchantment—
    Minor IllusionIllusion—
    Poison SprayNecromancy—
    PrestidigitationTransmutation—
    Ray of FrostEvocation—
    Shocking GraspEvocation—
    Sorcerous BurstEvocation—
    ThunderclapEvocation—
    True StrikeDivination—

    Level 1 Sorcerer Spells

    SpellSchoolSpecial
    Burning HandsEvocation—
    Charm PersonEnchantment—
    Chromatic OrbEvocationM
    Color SprayIllusion—
    Comprehend LanguagesDivinationR
    Detect MagicDivinationC, R
    Disguise SelfIllusion—
    Expeditious RetreatTransmutationC
    False LifeNecromancy–
    Feather FallTransmutation—
    Fog CloudConjurationC
    GreaseConjuration—
    Ice KnifeConjuration—
    JumpTransmutation—
    Mage ArmorAbjuration—
    Magic MissileEvocation—
    Ray of SicknessNecromancy—
    ShieldAbjuration—
    Silent ImageIllusionC
    SleepEnchantmentC
    ThunderwaveEvocation—
    Witch BoltEvocationC

    Level 2 Sorcerer Spells

    SpellSchoolSpecial
    Alter SelfTransmutationC
    Arcane VigorAbjuration—
    Blindness/DeafnessTransmutation—
    BlurIllusionC
    Cloud of DaggersConjurationC
    Crown of MadnessEnchantmentC
    DarknessEvocationC
    DarkvisionTransmutation—
    Detect ThoughtsDivinationC
    Dragon’s BreathTransmutationC
    Enhance AbilityTransmutationC
    Enlarge/ReduceTransmutationC
    Flame BladeEvocationC
    Flaming SphereEvocationC
    Gust of WindEvocationC
    Hold PersonEnchantmentC
    InvisibilityIllusionC
    KnockTransmutation—
    LevitateTransmutationC
    Magic WeaponTransmutation—
    Mind SpikeDivinationC
    Mirror ImageIllusion—
    Misty StepConjuration—
    Phantasmal ForceIllusionC
    Scorching RayEvocation—
    See InvisibilityDivination—
    ShatterEvocation—
    Spider ClimbTransmutationC
    SuggestionEnchantmentC
    WebConjurationC

    Level 3 Sorcerer Spells

    SpellSchoolSpecial
    BlinkTransmutation—
    ClairvoyanceDivinationC, M
    CounterspellAbjuration—
    DaylightEvocation—
    Dispel MagicAbjuration—
    FearIllusionC
    FireballEvocation—
    FlyTransmutationC
    Gaseous FormTransmutationC
    HasteTransmutationC
    Hypnotic PatternIllusionC
    Lightning BoltEvocation—
    Major ImageIllusionC
    Protection from EnergyAbjurationC
    Sleet StormConjurationC
    SlowTransmutationC
    Stinking CloudConjurationC
    TonguesDivination—
    Vampiric TouchNecromancyC
    Water BreathingTransmutationR
    Water WalkTransmutationR

    Level 4 Sorcerer Spells

    SpellSchoolSpecial
    BanishmentAbjurationC
    BlightNecromancy—
    Charm MonsterEnchantment—
    ConfusionEnchantmentC
    Dimension DoorConjuration—
    Dominate BeastEnchantmentC
    Fire ShieldEvocation—
    Greater InvisibilityIllusionC
    Ice StormEvocation—
    PolymorphTransmutationC
    StoneskinTransmutationC, M
    Vitriolic SphereEvocation—
    Wall of FireEvocationC

    Level 5 Sorcerer Spells

    SpellSchoolSpecial
    Animate ObjectsTransmutationC
    Bigby’s HandEvocationC
    CloudkillConjurationC
    Cone of ColdEvocation—
    CreationIllusion—
    Dominate PersonEnchantmentC
    Hold MonsterEnchantmentC
    Insect PlagueConjurationC
    SeemingIllusion—
    Synaptic StaticEnchantment—
    TelekinesisTransmutationC
    Teleportation CircleConjurationM
    Wall of StoneEvocationC

    Level 6 Sorcerer Spells

    SpellSchoolSpecial
    Arcane GateConjurationC
    Chain LightningEvocation—
    Circle of DeathNecromancyM
    DisintegrateTransmutation—
    EyebiteNecromancyC
    Flesh to StoneTransmutationC
    Globe of InvulnerabilityAbjurationC
    Mass SuggestionEnchantment—
    Move EarthTransmutationC
    Otiluke’s Freezing SphereEvocation—
    SunbeamEvocationC
    True SeeingDivinationM

    Level 7 Sorcerer Spells

    SpellSchoolSpecial
    Delayed Blast FireballEvocationC
    EtherealnessConjuration—
    Finger of DeathNecromancy—
    Fire StormEvocation—
    Plane ShiftConjurationM
    Prismatic SprayEvocation—
    Reverse GravityTransmutationC
    TeleportConjuration—

    Level 8 Sorcerer Spells

    SpellSchoolSpecial
    DemiplaneConjuration—
    Dominate MonsterEnchantmentC
    EarthquakeTransmutationC
    Incendiary CloudConjurationC
    Power Word StunEnchantment—
    SunburstEvocation—

    Level 9 Sorcerer Spells

    SpellSchoolSpecial
    GateConjurationC, M
    Meteor SwarmEvocation—
    Power Word KillEnchantment—
    Time StopTransmutation—
    WishConjuration—

    Sorcerer Subclass

    A Sorcerer subclass is a specialization that grants you features at certain Sorcerer levels, as specified in the subclass. This section presents the Draconic Sorcery subclass.

    Draconic Sorcery

    Breathe the Magic of Dragons

    Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.

    Level 3: Draconic Resilience

    The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.

    Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

    Level 3: Draconic Spells

    When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.

    Draconic Spells
    Sorcerer LevelSpells
    3Alter Self, Chromatic Orb, Command, Dragon’s Breath
    5Fear, Fly
    7Arcane Eye, Charm Monster
    9Legend Lore, Summon Dragon
    Level 6: Elemental Affinity

    Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.

    You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

    Level 14: Dragon Wings

    As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.

    Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

    Level 18: Dragon Companion

    You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

    Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

    Warlock

    Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.

    Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.

    Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.

    Core Warlock Traits

    Primary AbilityCharisma
    Hit Point DieD8 per Warlock level
    Saving Throw ProficienciesWisdom and Charisma
    Skill ProficienciesChoose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion
    Weapon ProficienciesSimple weapons
    Armor TrainingLight armor
    Starting EquipmentChoose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus] (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP
    As a Level 1 Character
    • Gain all the traits in the Core Warlock Traits table.
    • Gain the Warlock’s level 1 features, which are listed in the Warlock Features table.
    As a Multiclass Character
    • Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
    • Gain the Warlock’s level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

    Warlock Class Features

    As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.

    Warlock Features

    LevelProficiency BonusClass FeaturesEldritch InvocationsCantripsPrepared SpellsSpell SlotsSlot Level
    1+2Eldritch Invocations, Pact Magic12211
    2+2Magical Cunning32321
    3+2Warlock Subclass32422
    4+2Ability Score Improvement33522
    5+3—53623
    6+3Subclass feature53723
    7+3—63824
    8+3Ability Score Improvement63924
    9+4Contact Patron731025
    10+4Subclass feature741025
    11+4Mystic Arcanum (level 6 spell)741135
    12+4Ability Score Improvement841135
    13+5Mystic Arcanum (level 7 spell)841235
    14+5Subclass feature841235
    15+5Mystic Arcanum (level 8 spell)941335
    16+5Ability Score Improvement941335
    17+6Mystic Arcanum (level 9 spell)941445
    18+6—1041445
    19+6Epic Boon1041545
    20+6Eldritch Master1041545

    Level 1: Eldritch Invocations

    You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options” section later in this class’s description.

    Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.

    Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.

    When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.

    You can’t pick the same invocation more than once unless its description says otherwise.

    Level 1: Pact Magic

    Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class’s description.

    Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.

    When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.

    Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.

    For example, when you’re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.

    Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.

    The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.

    If another Warlock feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.

    Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.

    Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.

    Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

    Level 2: Magical Cunning

    You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.

    Level 3: Warlock Subclass

    You gain a Warlock subclass of your choice. The Fiend Patron subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass’s features that are of your Warlock level or lower.

    Level 4: Ability Score Improvement

    You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.

    Level 9: Contact Patron

    In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell’s saving throw.

    Once you cast the spell with this feature, you can’t do so in this way again until you finish a Long Rest.

    Level 11: Mystic Arcanum

    Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.

    You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.

    As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell).

    Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.

    Level 19: Epic Boon

    You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Fate is recommended.

    Level 20: Eldritch Master

    When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.

    Eldritch Invocation Options

    Eldritch Invocation options appear in alphabetical order.

    Agonizing Blast

    Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage

    Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.

    Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

    Armor of Shadows

    You can cast Mage Armor on yourself without expending a spell slot.

    Ascendant Step

    Prerequisite: Level 5+ Warlock

    You can cast Levitate on yourself without expending a spell slot.

    Devil’s Sight

    Prerequisite: Level 2+ Warlock

    You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.

    Devouring Blade

    Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation

    The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.

    Eldritch Mind

    You have Advantage on Constitution saving throws that you make to maintain Concentration.

    Eldritch Smite

    Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation

    Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.

    Eldritch Spear

    Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage

    Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.

    Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

    Fiendish Vigor

    Prerequisite: Level 2+ Warlock

    You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.

    Gaze of Two Minds

    Prerequisite: Level 5+ Warlock

    You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way.

    While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other.

    Gift of the Depths

    Prerequisite: Level 5+ Warlock

    You can breathe underwater, and you gain a Swim Speed equal to your Speed.

    You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.

    Gift of the Protectors

    Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation

    A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).

    When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.

    As a Magic action, you can erase a name on the page by touching it.

    Investment of the Chain Master

    Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation

    When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.

    Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.

    Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.

    Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.

    Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.

    Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.

    Lessons of the First Ones

    Prerequisite: Level 2+ Warlock

    You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see chapter 5).

    Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.

    Lifedrinker

    Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation

    Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).

    Mask of Many Faces

    Prerequisite: Level 2+ Warlock

    You can cast Disguise Self without expending a spell slot.

    Master of Myriad Forms

    Prerequisite: Level 5+ Warlock

    You can cast Alter Self without expending a spell slot.

    Misty Visions

    Prerequisite: Level 2+ Warlock

    You can cast Silent Image without expending a spell slot.

    One with Shadows

    Prerequisite: Level 5+ Warlock

    While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.

    Otherworldly Leap

    Prerequisite: Level 2+ Warlock

    You can cast Jump on yourself without expending a spell slot.

    Pact of the Blade

    As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.

    Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

    Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

    Pact of the Chain

    You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

    When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar’s stat block).

    Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.

    Pact of the Tome

    Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.

    Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.

    Spellcasting Focus. You can use the book as a Spellcasting Focus.

    Repelling Blast

    Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll

    Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.

    Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

    Thirsting Blade

    Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation

    You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.

    Visions of Distant Realms

    Prerequisite: Level 9+ Warlock

    You can cast Arcane Eye without expending a spell slot.

    Whispers of the Grave

    Prerequisite: Level 7+ Warlock

    You can cast Speak with Dead without expending a spell slot.

    Witch Sight

    Prerequisite: Level 15+ Warlock

    You have Truesight with a range of 30 feet.

    Warlock Spell List

    This section presents the Warlock spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

    Cantrips (Level 0 Warlock Spells)

    SpellSchoolSpecial
    Blade WardAbjurationC
    Chill TouchNecromancy—
    Eldritch BlastEvocation—
    FriendsEnchantmentC
    Mage HandConjuration—
    Mind SliverEnchantment—
    Minor IllusionIllusion—
    Poison SprayNecromancy—
    PrestidigitationTransmutation—
    ThunderclapEvocation—
    Toll the DeadNecromancy—
    True StrikeDivination—

    Level 1 Warlock Spells

    SpellSchoolSpecial
    Armor of AgathysAbjuration—
    Arms of HadarConjuration—
    BaneEnchantmentC
    Charm PersonEnchantment—
    Comprehend LanguagesDivinationR
    Detect MagicDivinationC, R
    Expeditious RetreatTransmutationC
    Hellish RebukeEvocation—
    HexEnchantmentC
    Illusory ScriptIllusionR, M
    Protection from Evil and GoodAbjurationC, M
    Speak with AnimalsDivinationR
    Tasha’s Hideous LaughterEnchantmentC
    Unseen ServantConjurationR
    Witch BoltEvocationC

    Level 2 Warlock Spells

    SpellSchoolSpecial
    Cloud of DaggersConjurationC
    Crown of MadnessEnchantmentC
    DarknessEvocationC
    EnthrallEnchantmentC
    Hold PersonEnchantmentC
    InvisibilityIllusionC
    Mind SpikeDivinationC
    Mirror ImageIllusion—
    Misty StepConjuration—
    Ray of EnfeeblementNecromancyC
    Spider ClimbTransmutationC
    SuggestionEnchantmentC

    Level 3 Warlock Spells

    SpellSchoolSpecial
    CounterspellAbjuration—
    Dispel MagicAbjuration—
    FearIllusionC
    FlyTransmutationC
    Gaseous FormTransmutationC
    Hunger of HadarConjurationC
    Hypnotic PatternIllusionC
    Magic CircleAbjurationM
    Major ImageIllusionC
    Remove CurseAbjuration—
    Summon FeyConjurationC, M
    Summon UndeadNecromancyC, M
    TonguesDivination—
    Vampiric TouchNecromancyC

    Level 4 Warlock Spells

    SpellSchoolSpecial
    BanishmentAbjurationC
    BlightNecromancy—
    Charm MonsterEnchantment—
    Dimension DoorConjuration—
    Hallucinatory TerrainIllusion—
    Summon AberrationConjurationC, M

    Level 5 Warlock Spells

    SpellSchoolSpecial
    Contact Other PlaneDivinationR
    DreamIllusion—
    Hold MonsterEnchantmentC
    Jallarzi’s Storm of RadianceEvocationC
    MisleadIllusionC
    Planar BindingAbjurationM
    ScryingDivinationC, M
    Synaptic StaticEnchantment—
    Teleportation CircleConjurationM

    Level 6 Warlock Spells

    SpellSchoolSpecial
    Arcane GateConjurationC
    Circle of DeathNecromancyM
    Create UndeadNecromancyM
    EyebiteNecromancyC
    Summon FiendConjurationC, M
    Tasha’s Bubbling CauldronConjurationM
    True SeeingDivinationM

    Level 7 Warlock Spells

    SpellSchoolSpecial
    EtherealnessConjuration—
    Finger of DeathNecromancy—
    ForcecageEvocationC, M
    Plane ShiftConjurationM

    Level 8 Warlock Spells

    SpellSchoolSpecial
    BefuddlementEnchantment—
    DemiplaneConjuration—
    Dominate MonsterEnchantmentC
    GlibnessEnchantment—
    Power Word StunEnchantment—

    Level 9 Warlock Spells

    SpellSchoolSpecial
    Astral ProjectionNecromancyM
    ForesightDivination—
    GateConjurationC, M
    ImprisonmentAbjurationM
    Power Word KillEnchantment—
    True PolymorphTransmutationC
    WeirdIllusionC

    Warlock Subclass

    A Warlock subclass is a specialization that grants you features at certain Warlock levels, as specified in the subclass. This section presents the Fiend Patron subclass.

    Fiend Patron

    Make a Deal with the Lower Planes

    Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.

    Level 3: Dark One’s Blessing

    When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

    Level 3: Fiend Spells

    The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

    Fiend Spells
    Warlock LevelSpells
    3Burning Hands, Command, Scorching Ray, Suggestion
    5Fireball, Stinking Cloud
    7Fire Shield, Wall of Fire
    9Geas, Insect Plague
    Level 6: Dark One’s Own Luck

    You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.

    You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

    Level 10: Fiendish Resilience

    Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.

    Level 14: Hurl Through Hell

    Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.

    Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

    Wizard

    Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.

    Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.

    The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination.

    But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

    Core Wizard Traits

    Primary AbilityIntelligence
    Hit Point DieD6 per Wizard level
    Saving Throw ProficienciesIntelligence and Wisdom
    Skill ProficienciesChoose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion
    Weapon ProficienciesSimple weapons
    Armor TrainingNone
    Starting EquipmentChoose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP
    Becoming a Wizard...
    As a Level 1 Character
    • Gain all the traits in the Core Wizard Traits table.
    • Gain the Wizard’s level 1 features, which are listed in the Wizard Features table.
    As a Multiclass Character
    • Gain the Hit Point Die from the Core Wizard Traits table.
    • Gain the Wizard’s level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

    Wizard Class Featuresr

    As a Wizard, you gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table.

    Wizard Features

    ——Spell Slots per Spell Level——

    LevelProficiency BonusClass FeaturesCantripsPrepared Spells123456789
    1+2Spellcasting, Ritual Adept, Arcane Recovery342————————
    2+2Scholar353————————
    3+2Wizard Subclass3642———————
    4+2Ability Score Improvement4743———————
    5+3Memorize Spell49432——————
    6+3Subclass feature410433——————
    7+3—4114331—————
    8+3Ability Score Improvement4124332—————
    9+4—41443331————
    10+4Subclass feature51543332————
    11+4—516433321———
    12+4Ability Score Improvement516433321———
    13+5—5174333211——
    14+5Subclass feature5184333211——
    15+5—51943332111—
    16+5Ability Score Improvement52143332111—
    17+6—522433321111
    18+6Spell Mastery523433331111
    19+6Epic Boon524433332111
    20+6Signature Spells525433332211
    Level 1: Spellcasting

    As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description.

    Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.

    When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.

    Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.

    The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.

    Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.

    Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

    Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.

    The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.

    If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.

    Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.

    Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

    Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.

    Expanding and Replacing a Spellbook

    The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.

    Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.

    Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.

    Level 1: Ritual Adept

    You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.

    Level 1: Arcane Recovery

    You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.

    Once you use this feature, you can’t do so again until you finish a Long Rest.

    Level 2: Scholar

    While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

    Level 3: Wizard Subclass

    You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level or lower.

    Level 4: Ability Score Improvement

    You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.

    Level 5: Memorize Spell

    Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

    Level 18: Spell Mastery

    You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.

    Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.

    Level 19: Epic Boon

    You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

    Level 20: Signature Spells

    Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can’t cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.

    Wizard Spell List

    This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

    Cantrips (Level 0 Wizard Spells)
    SpellSchoolSpecial
    Acid SplashEvocation—
    Chill TouchNecromancy—
    Dancing LightsIllusionC
    Fire BoltEvocation—
    LightEvocation—
    Mage HandConjuration—
    MendingTransmutation—
    MessageTransmutation—
    Minor IllusionIllusion—
    Poison SprayNecromancy—
    PrestidigitationTransmutation—
    Ray of FrostEvocation—
    Shocking GraspEvocation—
    ThunderclapEvocation—
    True StrikeDivination—
    Level 1 Wizard Spells
    SpellSchoolSpecial
    AlarmAbjurationR
    Burning HandsEvocation—
    Charm PersonEnchantment—
    Color SprayIllusion—
    Comprehend LanguagesDivinationR
    Detect MagicDivinationC, R
    Disguise SelfIllusion—
    Expeditious RetreatTransmutationC
    False LifeNecromancy–
    Feather FallTransmutation—
    Find FamiliarConjurationR, M
    Fog CloudConjurationC
    GreaseConjuration—
    IdentifyDivinationR, M
    Illusory ScriptIllusionR, M
    JumpTransmutation—
    LongstriderTransmutation—
    Mage ArmorAbjuration—
    Magic MissileEvocation—
    Protection from Evil and GoodAbjurationC, M
    ShieldAbjuration—
    Silent ImageIllusionC
    SleepEnchantmentC
    ThunderwaveEvocation—
    Unseen ServantConjurationR
    Level 2 Wizard Spells
    SpellSchoolSpecial
    Alter SelfTransmutationC
    Arcane LockAbjurationM
    AuguryDivinationR, M
    Blindness/DeafnessTransmutation—
    BlurIllusionC
    Continual FlameEvocationM
    DarknessEvocationC
    DarkvisionTransmutation—
    Detect ThoughtsDivinationC
    Enhance AbilityTransmutationC
    Enlarge/ReduceTransmutationC
    Flaming SphereEvocationC
    Gentle ReposeNecromancyR, M
    Gust of WindEvocationC
    Hold PersonEnchantmentC
    InvisibilityIllusionC
    KnockTransmutation—
    LevitateTransmutationC
    Locate ObjectDivinationC
    Magic MouthIllusionR, M
    Magic WeaponTransmutation—
    Mirror ImageIllusion—
    Misty StepConjuration—
    Ray of EnfeeblementNecromancyC
    Rope TrickTransmutation—
    Scorching RayEvocation—
    See InvisibilityDivination—
    ShatterEvocation—
    Spider ClimbTransmutationC
    SuggestionEnchantmentC
    WebConjurationC
    Level 3 Wizard Spells
    SpellSchoolSpecial
    Animate DeadNecromancy—
    Bestow CurseNecromancyC
    BlinkTransmutation—
    ClairvoyanceDivinationC, M
    CounterspellAbjuration—
    Dispel MagicAbjuration—
    FearIllusionC
    FireballEvocation—
    FlyTransmutationC
    Gaseous FormTransmutationC
    Glyph of WardingAbjurationM
    HasteTransmutationC
    Hypnotic PatternIllusionC
    Lightning BoltEvocation—
    Magic CircleAbjurationM
    Major ImageIllusionC
    NondetectionAbjurationM
    Phantom SteedIllusionR
    Protection from EnergyAbjurationC
    Remove CurseAbjuration—
    SendingDivination—
    Sleet StormConjurationC
    SlowTransmutationC
    Speak with DeadNecromancy—
    Stinking CloudConjurationC
    TonguesDivination—
    Vampiric TouchNecromancyC
    Water BreathingTransmutationR
    Level 4 Wizard Spells
    SpellSchoolSpecial
    Arcane EyeDivinationC
    BanishmentAbjurationC
    BlightNecromancy—
    ConfusionEnchantmentC
    Conjure Minor ElementalsConjurationC
    Control WaterTransmutationC
    Dimension DoorConjuration—
    DivinationDivinationR, M
    FabricateTransmutation—
    Fire ShieldEvocation—
    Greater InvisibilityIllusionC
    Hallucinatory TerrainIllusion—
    Ice StormEvocation—
    Locate CreatureDivinationC
    Phantasmal KillerIllusionC
    PolymorphTransmutationC
    Stone ShapeTransmutation—
    StoneskinTransmutationC, M
    Wall of FireEvocationC
    Level 5 Wizard Spells
    SpellSchoolSpecial
    Animate ObjectsTransmutationC
    CloudkillConjurationC
    Cone of ColdEvocation—
    Conjure ElementalConjurationC
    Contact Other PlaneDivinationR
    CreationIllusion—
    Dominate PersonEnchantmentC
    DreamIllusion—
    GeasEnchantment—
    Hold MonsterEnchantmentC
    Legend LoreDivinationM
    MisleadIllusionC
    Modify MemoryEnchantmentC
    PasswallTransmutation—
    Planar BindingAbjurationM
    ScryingDivinationC, M
    SeemingIllusion—
    TelekinesisTransmutationC
    Teleportation CircleConjurationM
    Wall of ForceEvocationC
    Wall of StoneEvocationC
    Level 6 Wizard Spells
    SpellSchoolSpecial
    Chain LightningEvocation—
    Circle of DeathNecromancyM
    ContingencyAbjurationM
    Create UndeadNecromancyM
    DisintegrateTransmutation—
    EyebiteNecromancyC
    Flesh to StoneTransmutationC
    Globe of InvulnerabilityAbjurationC
    Guards and WardsAbjurationM
    Magic JarNecromancyM
    Mass SuggestionEnchantment—
    Move EarthTransmutationC
    Programmed IllusionIllusionM
    SunbeamEvocationC
    True SeeingDivinationM
    Wall of IceEvocationC
    Level 7 Wizard Spells
    SpellSchoolSpecial
    Delayed Blast FireballEvocationC
    EtherealnessConjuration—
    Finger of DeathNecromancy—
    ForcecageEvocationC, M
    Mirage ArcaneIllusion—
    Plane ShiftConjurationM
    Prismatic SprayEvocation—
    Project ImageIllusionC, M
    Reverse GravityTransmutationC
    SequesterTransmutationM
    SimulacrumIllusionM
    SymbolAbjurationM
    TeleportConjuration—
    Level 8 Wizard Spells
    SpellSchoolSpecial
    Antimagic FieldAbjurationC
    Antipathy/SympathyEnchantment—
    CloneNecromancyM
    Control WeatherTransmutationC
    DemiplaneConjuration—
    Dominate MonsterEnchantmentC
    Incendiary CloudConjurationC
    MazeConjurationC
    Mind BlankAbjuration—
    Power Word StunEnchantment—
    SunburstEvocation—
    Level 9 Wizard Spells
    SpellSchoolSpecial
    Astral ProjectionNecromancyM
    ForesightDivination—
    GateConjurationC, M
    ImprisonmentAbjurationM
    Meteor SwarmEvocation—
    Power Word KillEnchantment—
    Prismatic WallAbjuration—
    ShapechangeTransmutationC, M
    Time StopTransmutation—
    True PolymorphTransmutationC
    WeirdIllusionC
    WishConjuration—

    Wizard Subclass

    A Wizard subclass is a specialization that grants you features at certain Wizard levels, as specified in the subclass. This section presents the Evoker subclass.

    Evoker

    Create Explosive Elemental Effects

    Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.

    Level 3: Evocation Savant

    Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.

    In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

    Level 3: Potent Cantrip

    Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

    Level 6: Sculpt Spells

    You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

    Level 10: Empowered Evocation

    Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.

    Level 14: Overchannel

    You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.

    The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.

    Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.